I want to definitely say that I like WAR, and I don't think that we are useless vs PLD. I just think that we are truly less desirable, and a few small changes would effectively fix that. And these changes are NOT simply to increase our damage mitigation up front. I DO NOT want to be an axe wielding PLD. I like being different, and I think we can stay different while being equally useful.
This is obviously only for the higher end Binding Coil and further fights. Up till the Binding Coil, WAR tanks exactly was well as PLD. The problem in the coil is simply that it takes more MP from healers to heal WARs than to heal PLDs, meaning that 2 PLDs is pretty much always more desirable than PLD + WAR, Not that using a WAR is impossible.
However, with that being said, we don't think WAR is in a HORRIBLE spot. We just think it needs a couple tweaks.
Bloodbath:
Using an admittedly rough method of calculation using lv 50 training dummies while solo without unchained, Bloodbath heals WAR for about 1200-1400 HP. So with buffs and all that, call it 1500-1600 HP. This is over 30 seconds.
We think that, given its relatively low healing amount over a decently long period of time, that Bloodbath shouldn't be a cooldown ability, but rather a toggle on/off ability. This would help further separate WAR from PLD as being a different kind of tank, and do well as helping to alleviate the MP issues healers have. Obviously this would be toned down to like a 5% base healing rate, and then increased to the 25% though a trait, so that it is not an overpowered cross class ability.
Another option could be to take Bloodbath off of the cross class abilities, and make it toggle. Then, put Berserk onto the cross class list, which will help MNK and DRG out in their current high risk-no reward situation.
Steel Cyclone:
This is just a blah ability for WAR atm. It's kind of nice, but absolutely nothing special. I really only use it in random situations because it looks cool.
We just discussed a reasonable buff to 280-300 potency from 200 potency, given how long it takes to build stacks for. Inner beast will still always be more desirable against single targets, given its healing ability, but Steel Cyclone would then stand out as obviously being the supreme AoE WS, while still not being spammable.
Wrath:
We love this mechanic. As a WAR, I am hoping that with future content patches, more side-gradeable equipment will be released that allow for more differentiation between tank gear. I think gearing for crit hit rate and parry as a WAR over determination and accuracy would be great, given crit hit's bonus emnity mechanics and the Wrath mechanic.
However, as it is right now, ignoring the cooldown abilities, it takes 2.66 rotations minimum to build up the Wrath stacks to become infuriated. Using a 2.5 sec GCD (generally what we have, or something like 2.45, negligible difference), that is 20 seconds minimum to build up to Infuriated without using Berserk or Vengeance. We just feel that this takes a little too long to make real use of something like Inner Beast the way I would like to, as an in-rotation self heal, rather than an Oh-shit moment self-heal. Additionally, full stacks of Wrath (5) gaining Infuriated grants you 10% chance to crit, and 15% bonus to healing from curing magic only (2% and 3% per stack, respectively).
What we talked about was lowering the stacks needed to gain Infuriated status by one, from five total needed to four. This would mean you need two rotations (again, without Berserk and Vengeance) in order to gain the Infuriated status, meaning it would then take 15 seconds rather than 20. Note that both of these times assumes just building stacks without stopping to use Fracture, Flash, or anything else. We felt that, although only 5 seconds shorter, this would allow WARs more flexibility in whether or not to burn stacks or just hold them for the curing buff.
Also, with this lowering to 4 stacks from 5, we thought that it would be good to change the increases to crit chance and incoming curing magic from 2% and 3%, to 3% and 5%, respectively. This would cause max stacks to go from 10% crit chance increase and 15% increased curing magic, to 12% crit increase and 20% increase to curing magic.
I felt that increasing the incoming curing magic from 15% to 20% would help offset the need of healers to use more MP to keep WARs at the same health percentage as PLDs, since WARs have roughly 25% more HP than PLDs, while taking roughly 25-30% more damage.
Note: If the Wrath cap was lowered to 4, I’d say the Steel Cyclone buff would only need to be to about 220-250, rather than 280-300.
Defiance:
We feel that Defiance is in a pretty good spot, but a small tweak would be nice. Right now, Defiance increases max HP by 25% while decreasing dmg output by 25% and doubling threat generation in the same way that Shield Oath does for PLD.
We just felt that changing the dmg reduction from 25% to 20% would be beneficial. This would make WAR similar to BRD in how BRD’s 20% dmg increase trait counters the 20% dmg debuff from playing songs. WAR’s Maim ability increases dmg output by 20%, and is most likely kept active most of the time, meaning it would offset the 20% dmg penalty from Defiance.
Conclustion:
Basically, where WAR and PLD stand now, there are only two things noticeably different between them, from a tanking application standpoint:
1) WAR does about 15-25 more DPS than a PLD while tanking.
2) PLD takes 25-30% less damage, while WAR has 25% more HP, meaning that WAR will take more MP to heal.
We feel that with the above changes, WAR and PLD would be father separated into two distinctly different tanks, while maintaining equal effectiveness for each, by making the differences:
1) WAR does about 15-30 more DPS than a PLD while tanking.
2) PLD takes 25-30% less damage. WAR has 25% more HP, but increases curing magic effects by 20% and does around 1.5-2.5 Cure 2's (Bloodbath, Inner Beast) worth of healing every 30 seconds. This would make it so PLD and WAR take very similar amounts of MP to heal.
3) Healers would still generate more threat while healing a WAR vs a PLD, because the raw healing amount from cures would be higher. This would be offset by WAR's increase in damage compared to PLDs.
This would mean that WAR is still slightly weaker against high spike damage abilities, but this, from a group effectiveness standpoint, would be offset by the fact that the group DPS is higher by using a PLD+WAR vs a two PLD setup. Also, note that having a WAR on the target increases PLD dps (and therefor threat) by roughly 8-10% (Storm’s Eye).
With all of that being said, we don’t feel that WAR is ‘gimped’ or ‘useless’ right now. I love playing my WAR, and in almost every situation I feel I am just as useful as a PLD. I just feel that we could use the few small buffs listed above. And in all honesty, if they gave us the rest of what I listed, I’d be find with Steel Cyclone staying where it is.
Please give me any feedback, and tell me what you think.